NO Direct3D, NO OpenGl, NO 3D acceleration used (except for glut_terrain)
Here are my programming projects. Countless hours spent, a lot learned.
I only provide the binary executable and a screenshot.
The reason my executables are so big is because I compile with Borland Builder 6
and I deactivated Dynamic run-time library so I don't have to worry about CC3260.dll
not being present on the system. The result is a big +50k to executable size.
Executables were compressed with UPX afterwards.
I code everything in ANSI C and Assembler.

Description : I wanted to show what I could do with my camera system.
Modifying the Field Of View angle, multiple cameras. The rest is eye candy.
I used Perlin noise in order to have smooth color variations.

Description : These are blobby spheres or metaballs. I use a technique called
the Marching cube algorithm. This algorithm is used mainly to give a shape to data
recovered with a device such as medical scanner. That's how I understand it.

Description : Software rendered of course. Splines are very usefull and I
realised it by learning how they work. This is a Bezier patch with 16 control
points represented by cubes. Control points are displaced with Perlin noise.

Description : Plasma. Another basic effect, but many ways to do it. Here I sample from
4 lightmaps and average them. I look up the value in a color palette which I rotate.
Again Perlin plasma looks a lot better.

Description : Mode 7 aka raycasting. This is not real 3D, it's like the mode7
used in many SNES games. One thing to note, everything is done with INTEGERS, no
FPU used. I did this because I wanted to port it on the GBA, but never did. Isn't
the texture neat.

Description : Light rays. This effect might not be very impressive but it took me
quite some time to come up with the technique to do this radial lighting. About a year
in fact. The first technique was more accurate but it didn't cover all the pixels,
hence it didn't look good. I'm happy with the current result because the
algorithm I devised is quite ingenius. This effect doesn't really show the full
potential of it though so I intend to use it with my 3D engine and some 3D text.

Description : Fake sphere. Again this is a 2D effect, no 3D computations.
I tried to reproduce an effect I saw in 2 Haujobb
demos. Theirs looks much better of course. I use my radial algo from my previous effect.
Update: I just realised how to get a much better result with a much simpler
algo. Haujobb probably does it this way. I can't believe I didn't see this earlier.

Description : Tunnel ??? 2D effect again. This is a perfect example of the following
graphics coding reality: You come up with this great idea,technique in your head and you
think it will look awesome when you code it BUT... the end result looks like
shit. So there, it's shitty. It's much easier to do a tunnel with polygons in 3D,
which I did in my engine.

Description : Texture displacement. This looks nice. Good looking textures
are really important and I now have a nice library of texture generating functions.
Long live the SIN function !! And lets not forget Perlin textures.
Aardbei does really nice
textures, just watch PTCT

Description : Scaled particles again. This time I had to use a LUT the size
of the screen. Still haven't figured out how
Ryan Geiss does all his effects. Try the
Milkdrop plugin for Winamp from his page, it looks very good.

Description : Rolling background. Ok what the hell is this. Simple. I like to
reproduce effects I see in video games. This one is from Super Castlevania 4 on
SNES. There's a stage where the background rolls like this.

Description : 2D bump mapping. Now I really like this one. Like I said, textures
are important and can really enhance the effect if you make it right. I generated
this texture with Perlin
noise. It can look like wood if I use the right color palette.

Platform : Win32

Requirements :

Download

Description : Recursive raytracer based on Whitted written in one week
during summer 2002. Coded in C++.